Planetfall

... I don't remember if that is how things were in SMAC (too, too long ago, and can't get it to run on the new machine, alas)...

I have the game running on my WindowsXP computer via the patches Firaxis made available for download... IIRC the name of the patch file is something like this: SMAC_Win2000&XP_Compatibility_Update_v1[2].03f.exe you can read more about how to make it work and all here: ftp://ftp.ea.com/pub/origin/patches/alpha_centauri/SMAC_Win2000&XP_Compatibility_Update_v1[2].03f.exe

EDIT: If you cannot find the patchfile on the web, PM me with your e-mail address and I will e-mail it to you asap (the file is about 8.5 mb)

EDIT2: The file is available at the Firaxis website :)
 
i crashed a few time with patch c but the crash happened later on the crash happened too fast so i dont remember at what event it was next time ill try to get a screenshot if i can
 
didnt have time to save but there might be a autosave i think it crashes when i build a needlejet or soemthing not sure
 
Code:
Assert Failed

File:  g:\games\sid meier's civilization 4\beyond the sword\mods\_pf bts\tmp\sdk_bts\cvgamecoredll\cvplayer.cpp
Line:  5413
Expression:  GC.getCivilizationInfo(getCivilizationType()).getCivilizationBuildings(eBuildingClass) == eBuilding
Message:  

----------------------------------------------------------



Assert Failed

File:  g:\games\sid meier's civilization 4\beyond the sword\mods\_pf bts\tmp\sdk_bts\cvgamecoredll\cvcity.cpp
Line:  8007
Expression:  iNewValue >= 0
Message:  iNewValue expected to be >= 0

----------------------------------------------------------


Assert Failed

File:  g:\games\sid meier's civilization 4\beyond the sword\mods\_pf bts\tmp\sdk_bts\cvgamecoredll\cvcity.cpp
Line:  8008
Expression:  ((iNewValue * 100) / 100) >= 0
Message:  ((iNewValue * 100) / 100) expected to be >= 0

----------------------------------------------------------


Assert Failed

File:  g:\games\sid meier's civilization 4\beyond the sword\mods\_pf bts\tmp\sdk_bts\cvgamecoredll\cvcity.cpp
Line:  8011
Expression:  getYieldRate(eIndex) >= 0
Message:  

----------------------------------------------------------


Assert Failed

File:  g:\games\sid meier's civilization 4\beyond the sword\mods\_pf bts\tmp\sdk_bts\cvgamecoredll\cvglobals.cpp
Line:  1417
Expression:  eUnitNum < GC.getNumUnitInfos()
Message:  

----------------------------------------------------------


Assert Failed

File:  g:\games\sid meier's civilization 4\beyond the sword\mods\_pf bts\tmp\sdk_bts\cvgamecoredll\cvselectiongroupai.cpp
Line:  168
Expression:  false
Message:  

----------------------------------------------------------


Here are all the exceptions I got when playing c. First comes from when trying to have more unique civ buildings in a city, the rest I have not added them in the world builder. Looks like the custom unit builder settings is not stored when you save. Makes a ctf when you try to load a game (when computer is restarted, because I think it use memory that are stored while it's on).
 
What are unique civ buildings?

Thanks for the assert list. But unfortunately without saves shortly prior to when they happen, they're usually more or less impossible to track down. :(
 
The building a civ starts with. I added the others in worldbuilder to test and it made an exception. I know it's not a priority but if a fix is easy to do on this you should do it :).
Not being able to save unit workshop settings (after comp restart) is a vital thing to fix.
I could get some saves next time I play. But why not try those 2 things for yourself?
 
it looks like i cannot enter/find unit workshop.
are there multiple ways of opening it?
 
I have a somewhat off topic question... How did you manage to get to fuse the hills and mountains graphs? That is one of my personal quibbles against Civ IV graphs and , if it not implies heavy modding, I would love to put it in basic game....
 
Forgot to ask, how come in the second version you could pass mountains but not in the last version?
 
The building a civ starts with. I added the others in worldbuilder to test and it made an exception. I know it's not a priority but if a fix is easy to do on this you should do it :).

Those buildings are unique civ-specific buildings of the same buildingclass, so I'd say that giving an exception is working as intended.

Not being able to save unit workshop settings (after comp restart) is a vital thing to fix.

That sucks. :(

can crawlers crawl resources from tiles?

No. Might be cool to implement that as a special feature for certain factions, but that's not for the near future.

Forgot to ask, how come in the second version you could pass mountains but not in the last version?

Change in design.

First we were thinking about three elevation levels. But that was causing many problems, so it got changed back to two elevation levels, with peaks acting in the default role of impassable terrain.
 
What problems? The smac style was cooler :). Strange that most future units can't cross mountains. :)
 
Base graphics didn't show up on mountain bases. It was hard to select a unit on a 'peak plottype' (then called highlands) - you had to click somewhat under the unit, so it was easy to miss. Peaks (there still was impassable terrain) didn't really stand out compared to passable highlands. Lots of extra XML tags & SDK code would have to be added to make peaks work like other terrain. Stuff like that.

Gravships and choppers can cross peaks.
 
Patch 3d for Planetfall is now available for download.

A not all-inclusive changelog:

Version 3 Patch d:

1. New gamefont.tga with nutrient/mineral/energy icons.
2. Extra foil movement with Nanoconstruction fixed.
3. Great Doctor specialists now gives +2 Nutrients, +2 Health and +1 Science.
4. Tech level one buildings cost decreased to 40 Minerals.
5. Rec Commons, Rejuvenation Tanks and Hologram Theatre now provide +2 Happy. Please suggest additional sources of happiness for Planetfall.
6. Nerve Staplers Special Ability added. No matter what civic you're running, it gives +1 Happy for the first unit with this special ability stationed in a base. Under Police State, each Nerve Stapler provides +1 Happy.
7. Under Police State, the Command Center provides +1 Happy.
8. Planned now gives +10% Minerals in all Bases, +25 Minerals and +35% Energy to the Headquarters.
9. Power becomes available with Cloning. It allows unit conscription. Though completely unprofitable right now, as you can only get Gun Infantry.
10. Rare Desert DNA, Brown/Cyan/Green/Red Algae, Grenade Fruits, Fungal Gin, Ski Vacation and Geothermal Spa resources added.
11. Terrain/Improvement/Feature yields have been given a complete overhaul. Instead of listing the changes, I'd suggest to look at it as something entirely new. It's now closer to default Civ4 though, so it should be familiar.
12. Three Ecology Civics added. Unfortunately many things don't show up on the civics screen. Therefore: Fungus produces +1 mineral under Hybrid Ecology. Under Enclosed Biosphere a whole bunch of terrain improvements and features produce one less food. I'd prefer it to be "-1 food on all Flat Moist & Rainy terrain", but that's not possible currently. Also under this civic features don't produce negative health. Thirdly you can't plant features, nor build farms or condensers.


Planetfall is brought to you by:




Don't forget that we're always looking for help with Planetfall.

The mod could for instance at this point very much use:

  • SDKers
  • a graphics coordinator who understands how Afterworld unit graphics work
  • a mapscripter
 
The second link (post #298) worked for me. :thumbsup:
Didn't try the first one.

Big "Thank You!" to the whole team working on this to get it to this point. :hatsoff:
 
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